scholarly journals A method for creating interactive, user-resembling avatars

2017 ◽  
Vol 3 ◽  
pp. e128
Author(s):  
Igor Macedo Silva ◽  
Renan C. Moioli

Virtual reality (VR) applications have disseminated throughout several fields, with a special quest for immersion. The avatar is one of the key constituents of immersive applications, and avatar resemblance can provoke diverse emotional responses from the user. Yet a lot a virtual reality systems struggle to implement real life-like avatars. In this work, we propose a novel method for creating interactive, user-resembling avatars using available commercial hardware and software. Avatar visualization is possible with a point-cloud or a contiguous polygon surface, and avatar interactions with the virtual scenario happens through a body joint-approximation for contact. In addition, the implementation could be easily extended to other systems and its modular architecture admits improvement both on visualization and physical interactions. The code is under Apache License 2.0 and is freely available as Supplemental Information 1 in this article.

2021 ◽  
Vol 12 ◽  
Author(s):  
Edit Vass ◽  
Viktória Simon ◽  
Zita Fekete ◽  
Balázs Kis ◽  
Lajos Simon

Schizophrenia is a severe and disabling mental illness, associated with persistent difficulties in social functioning. While gaining and retaining a job or staying socially integrated can be very difficult for the patients, the treatment of poor functionality remains challenging with limited options in pharmacotherapy. To address the limitations of medical treatment, several interesting and innovative approaches have been introduced in the field of psychotherapy. Recent approaches incorporate modern technology as well, such as virtual reality. A potential therapeutic benefit of virtual reality is particularly significant when an interpersonal dimension of the problem needs to be addressed. One example is a Virtual Reality based Theory of Mind Intervention (VR-ToMIS), a novel method, which enables patients to practice complex social interactions without the burden of real-life consequences. Our paper presents a case report showing promising results of VR-ToMIS. Ms. Smith is a 50- year-old patient who has been suffering from schizophrenia for 20 years. Although in her case there was no problem with compliance throughout the years, she had severe problems regarding social functionality. With VR-ToMIS, she improved in ToM and communicative-pragmatic skills. The effects of the intervention went beyond the increased scores of the tests. Before the intervention there was a risk of the patient becoming unemployed as she was unable to follow the main principles of communicative exchange. Usually, her contribution was more informative than was required. After the intervention her communication became more balanced and she could retain her job. This case suggests that VR-ToMIS may be a promising tool for treating social disfunction in schizophrenia.


Author(s):  
Yu-Sheng Yang ◽  
Alicia M. Koontz ◽  
Yu-Hsuan Hsiao ◽  
Cheng-Tang Pan ◽  
Jyh-Jong Chang

Maneuvering a wheelchair is an important necessity for the everyday life and social activities of people with a range of physical disabilities. However, in real life, wheelchair users face several common challenges: articulate steering, spatial relationships, and negotiating obstacles. Therefore, our research group has developed a head-mounted display (HMD)-based intuitive virtual reality (VR) stimulator for wheelchair propulsion. The aim of this study was to investigate the feasibility and efficacy of this VR stimulator for wheelchair propulsion performance. Twenty manual wheelchair users (16 men and 4 women) with spinal cord injuries ranging from T8 to L2 participated in this study. The differences in wheelchair propulsion kinematics between immersive and non-immersive VR environments were assessed using a 3D motion analysis system. Subjective data of the HMD-based intuitive VR stimulator were collected with a Presence Questionnaire and individual semi-structured interview at the end of the trial. Results indicated that propulsion performance was very similar in terms of start angle (p = 0.34), end angle (p = 0.46), stroke angle (p = 0.76), and shoulder movement (p = 0.66) between immersive and non-immersive VR environments. In the VR episode featuring an uphill journey, an increase in propulsion speed (p < 0.01) and cadence (p < 0.01) were found, as well as a greater trunk forward inclination (p = 0.01). Qualitative interviews showed that this VR simulator made an attractive, novel impression and therefore demonstrated the potential as a tool for stimulating training motivation. This HMD-based intuitive VR stimulator can be an effective resource to enhance wheelchair maneuverability experiences.


2021 ◽  
Author(s):  
Carsten Vogt

AbstractThe uptake of the QbTest in clinical practice is increasing and has recently been supported by research evidence proposing its effectiveness in relation to clinical decision-making. However, the exact underlying process leading to this clinical benefit is currently not well established and requires further clarification. For the clinician, certain challenges arise when adding the QbTest as a novel method to standard clinical practice, such as having the skills required to interpret neuropsychological test information and assess for diagnostically relevant neurocognitive domains that are related to attention-deficit hyperactivity disorder (ADHD), or how neurocognitive domains express themselves within the behavioral classifications of ADHD and how the quantitative measurement of activity in a laboratory setting compares with real-life (ecological validity) situations as well as the impact of comorbidity on test results. This article aims to address these clinical conundrums in aid of developing a consistent approach and future guidelines in clinical practice.


2021 ◽  
Vol 5 (CHI PLAY) ◽  
pp. 1-24
Author(s):  
Andrey Krekhov ◽  
Katharina Emmerich ◽  
Ronja Rotthaler ◽  
Jens Krueger

Escape rooms exist in various forms, including real-life facilities, board games, and digital implementations. The underlying idea is always the same: players have to solve many diverse puzzles to (virtually) escape from a locked room. Within the last decade, we witnessed a rapidly increasing popularity of such games, which also amplified the amount of related research. However, the respective academic landscape is mostly fragmented in its current state, lacking a common model and vocabulary that would withstand these games' variety. This manuscript aims to establish such a foundation for the analysis and construction of escape rooms. In a first step, we derive a high-level design framework from prior literature. Then, as our main contribution, we establish an atomic puzzle taxonomy that closes the gap between the analog and digital domains. The taxonomy is developed in multiple steps: we compose a basic structure based on previous literature and systematically refine it by analyzing 39 analog and digital escape room games, including recent virtual reality representatives. The final taxonomy consists of mental, physical, and emotional challenges, thereby providing a robust and approachable basis for future works across all application domains that deal with escape rooms or puzzles in general.


SpringerPlus ◽  
2016 ◽  
Vol 5 (1) ◽  
Author(s):  
Marina de Tommaso ◽  
Katia Ricci ◽  
Marianna Delussi ◽  
Anna Montemurno ◽  
Eleonora Vecchio ◽  
...  

Author(s):  
Simon Glew ◽  
Elizabeth M Ford ◽  
Helen Elizabeth Smith

Introduction and Objectives The accuracy of conclusions based on Electronic Healthcare Record (EHR) research is highly dependent on the correct selection of descriptors (codes) by users. We aimed to evaluate the feasibility and acceptability of filmed vignette monologues as a resource-light method of assessing and comparing how different EHR users record the same clinical scenario. Methods Six short monologues of actors portraying patients presenting allergic conditions to their General Practitioners were filmed head-on then electronically distributed for the study; no researcher was present during data collection. The method was assessed by participant uptake, reported ease of completion by participants, compliance with instructions, the receipt of interpretable data by researchers, and participant perceptions of vignette quality, realism and information content. Results 22 participants completed the study, reporting only minor difficulties. 132 screen prints were returned electronically, enabling analysis of codes, free text and EHR features. Participants assigned a quality rating of 7.7/10 (range 2-10) to the vignettes and rated the extent to which vignettes reflected real-life (86-100%). Between 1 and 2 hours were required to complete the task. Full compliance with instructions varied between participants but was largely successful. Conclusions Filmed monologues are a reproducible, standardized method which require few resources, yet allow clear assessment of clinicians’ and EHRs systems’ impact on documentation. The novel nature of this method necessitates clear instructions so participants can fully complete the study without face to face researcher oversight.


2021 ◽  
Author(s):  
G. Zifarelli ◽  
P. Zuccolini ◽  
S. Bertelli ◽  
M. Pusch

ABSTRACT The behavior of ion channels and transporters is often modeled using discrete state continuous-time Markov models. Such models are helpful for the interpretation of experimental data and can guide the design of experiments by testing specific predictions. Here, we describe a computational tool that allows us to create Markov models of chosen complexity and to calculate the predictions on a macroscopic scale, as well on a single-molecule scale. The program calculates steady-state properties (current, state probabilities, and cycle frequencies), deterministic macroscopic and stochastic time courses, gating currents, dwell-time histograms, and power spectra of channels and transporters. In addition, a visual simulation mode allows us to follow the time-dependent stochastic behavior of a single channel or transporter. After a basic introduction into the concept of Markov models, real-life examples are discussed, including a model of a simple K+ channel, a voltage-gated sodium channel, a 3-state ligand-gated channel, and an electrogenic uniporter. In this manner, the article has a modular architecture, progressing from basic to more advanced topics. This illustrates how the MarkovEditor program can serve students to explore Markov models at a basic level but is also suited for research scientists to test and develop models on the mechanisms of protein function.


Author(s):  
Abouzid Houda ◽  
Chakkor Otman

Blind source separation is a very known problem which refers to finding the original sources without the aid of information about the nature of the sources and the mixing process, to solve this kind of problem having only the mixtures, it is almost impossible , that why using some assumptions is needed in somehow according to the differents situations existing in the real world, for exemple, in laboratory condition, most of tested algorithms works very fine and having good performence because the  nature and the number of the input signals are almost known apriori and then the mixing process is well determined for the separation operation.  But in fact, the real-life scenario is much more different and of course the problem is becoming much more complicated due to the the fact of having the most of the parameters of the linear equation are unknown. In this paper, we present a novel method based on Gaussianity and Sparsity for signal separation algorithms where independent component analysis will be used. The Sparsity as a preprocessing step, then, as a final step, the Gaussianity based source separation block has been used to estimate the original sources. To validate our proposed method, the FPICA algorithm based on BSS technique has been used.


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